Personalized remote game update capture and recording system for multi-player online games

ABSTRACT

A system has a network-connected game platform for a specific player, executing first software on a first processor from a non-transitory medium, a game server connected to the network, streaming game data for a specific game to the network-connected game platform, the game server executing second software on a second processor from a non-transitory medium, and an interactive interface presented on a display screen of the first mobile device, the interactive interface displaying progress of the specific game, and comprising in addition a specific command input function. Through the command input function, the player is enabled to command the system to prepare a video clip, prepared using saved game updates, displaying activity in the game, over a period of time beginning and ending at times either preprogrammed, or set by selection through specific input functions provided to the player.

BACKGROUND OF THE INVENTION 1. Field of the Invention

The present invention is in the field of video online gaming andpertains more particularly to methods and apparatus for capturingportions of notable interaction in a multi-player online game from theperspective of individual ones of game session-connected players.

2. Discussion of the State of the Art

In the art of online gaming, in some circumstances many players connectto game servers with mobile platforms over a wireless network to engagein multi-player online games. Mobile platforms tend to be on devicesthat have battery and core processing unit (CPU) constraints. Therefore,some capabilities, such as recording a portion of game interaction fromthe client device, are only suitable on fixed computing platforms suchas an Xbox™ or PlayStation™. These fixed devices have more CPUprocessing capability, typically no battery limitations, and usuallyhigh bandwidth, dedicated-cable connections to a game server over theInternet. Constantly recording a game to render as video is notpractical on a mobile gaming device.

A typical mobile game player may however, be interested in obtaining avideo recording such as a multi-second clip of a portion of a game wherethat player had some notable interaction from a game perspective. Achallenge locally is that a mobile player does not have a suitable CPUfor recording video while the player is engaged in a game session.Therefore, what is clearly needed is a method and system that enables agame player to direct a game server, through an in-game input mechanism,to create and record a video of a specific portion of that game.

BRIEF SUMMARY OF THE INVENTION

In an embodiment of the invention a system has a network-connected gameplatform for a specific player, executing first software on a firstprocessor from a non-transitory medium, a game server connected to thenetwork, streaming game data for a specific game to thenetwork-connected game platform, the game server executing secondsoftware on a second processor from a non-transitory medium, and aninteractive interface presented on a display screen of the first mobiledevice, the interactive interface displaying progress of the specificgame, and comprising in addition a specific command input function.Through the command input function, the player is enabled to command thesystem to prepare a video clip, prepared using saved game updates,displaying activity in the game, over a period of time beginning andending at times either preprogrammed, or set by selection throughspecific input functions provided to the player.

In one embodiment the network-connected game platform comprises inputmechanisms enabling the specific player to control movement of an avataror other virtual element in the specific game through updates to thegame server, and the game server records the updates associated with thespecific player and a time of update, and streams data back to thespecific player enabling the display to update progress of the specificgame. Also, in one embodiment the specific game is a multi-player game,with the game server connected to second platforms associated withsecond players, as well as to the first platform associated with thespecific player. In one embodiment the game server creates the videopresentation by retrieving updates over the preprogrammed or specifiedperiod of time and recording the updates sequentially in a videoprotocol. And in one embodiment the video presentation is created fromupdates recorded beginning at the time that the command link istriggered.

In one embodiment of the system the video presentation is created fromupdates recorded at a later time than the time that the command link istriggered. Also in one embodiment the video presentation is saved in arepository where the specific player is enabled to view or download andview the video presentation. In one embodiment the video presentation iscommunicated to and recorded by a third-party service. In one embodimentthe interactive interface comprises a configuration mechanism enablingthe specific player to designate other players or enterprises to haveaccess to video presentations, and to transmit video presentations tothe other players or enterprises. And in one embodiment theconfiguration mechanism also enables the specific player to configurestart and end times and time span for video.

In another aspect of the invention a method is provided, comprisingstreaming game data for a specific game to a network-connected platformassociated with a specific player, the platform connected to a network,by a game server connected to the network, displaying progress of thespecific game on a display screen of the first mobile device, in aninteractive interface comprising a specific command function, andcommanding the game server to create a video clip, prepared using savedgame updates, displaying activity in the game, over a period of timebeginning and ending at times either preprogrammed, or set by selectionthrough specific input functions provided to the player.

In one embodiment of the method the network-connected platform comprisesinput mechanisms enabling the specific player to control movement of anavatar or other virtual element in the specific game through updates tothe game server, and the game server records the updates associated withthe specific player and a time of update, and streams data back to thespecific player enabling the display to update progress of the specificgame. Also, in one embodiment the specific game is a multi-player game,with the game server connected to second platforms associated withsecond players, as well as to the platform associated with the specificplayer. In one embodiment the game server creates the video presentationby retrieving updates over the preprogrammed or specified period of timeand recording the updates sequentially in a video protocol. And in oneembodiment the video presentation is created beginning at the time thatthe command link is triggered.

In one embodiment of the method the video presentation is created at alater time than the time that the command link is triggered. In oneembodiment the video presentation is saved in a repository where thespecific player is enabled to view or download and view the videopresentation. In one embodiment the video presentation is communicatedto and recorded by a third-party service. In one embodiment theinteractive interface comprises a configuration mechanism enabling thespecific player to designate other players or enterprises to have accessto video presentations, and to transmit video presentations to the otherplayers or enterprises. And in one embodiment the configurationmechanism also enables the specific player to configure start and endtimes and time span for video.

BRIEF DESCRIPTION OF THE DRAWING FIGURES

FIG. 1 is an architectural over view of an online gaming networksupporting remote capture and rendering into video of game updatesrequested by players according to an embodiment of the present invention

FIG. 2 is an exemplary screen shot of a simple game sequence that may becaptured remotely in response to a player request to record.

FIG. 3 is a sequence diagram depicting interaction between a player'sgaming device and interactive online terminals according to anembodiment of the present invention.

FIG. 4 is a process flow chart depicting steps for remote capture andrender of video resulting from a player request to a game server duringplay of a video game.

DETAILED DESCRIPTION OF THE INVENTION

The inventor, in various embodiments described herein, provides a uniquemethod for capturing portions of an online, multi-player video game froma perspective of a player. The present invention is described inenabling detail using following examples, which may describe more thanone relevant embodiment falling within the scope of the presentinvention.

FIG. 1 is an architectural over view of an online gaming network 100supporting remote capture and rendering into video of game updates overa specific time period, according to an embodiment of the presentinvention. Network 100 includes an Internet network backbone 101 thatrepresents all the lines, equipment, and access points that make up theInternet network, including any connected sub-networks to connectedmobile or fixed end devices. The inventor uses the Internet as a primarysupport network in this embodiment because of its wide geographic reachand public access characteristics. The invention, however, may bepracticed over a network including a corporate or private wide areanetwork (WAN) or a municipal area network (MAN), or other networks withgeographic limitations without departing from the spirit and scope ofthe present invention.

An online gaming service 102 illustrates the equipment domain of thegame service. Game service 102 includes at least one game server 106adapted to serve multi-player video games to connected players of whom aportion may be operating through mobile devices. A mobile gaming device109 is depicted as having a wireless network connection to Internetbackbone 101 through a network router 113 adapted to bridgecommunication, such as through an Internet service provider (ISP). It isto be understood that the invention is not limited to mobile device andmay be practiced using any platform that is enabled to server a playerto play a game served by game service 106. Game server 106 hasconnection to Internet backbone 101 and is adapted with the aid of SW107 to receive input through player game ports, render the physics ofthe game session, and to stream the game updates through multiple playerports at the server.

Game server 106 includes at least one data repository 108 that mayinclude game updates captured by the server with the aid of SW 107. Gameupdates may be a result of game interaction input by players in amulti-player game session, and subsequent physics and graphics renderingby the physics engine, to reflect those updates back to each of theactive players. Each update broadcast to each player reflects the latestreal time game update from that player's perspective in the game. Moreparticularly, each player gets a visual perspective of theplayer-associated avatar in the game. Avatars may be assigned to playersor selected by players to represent each associated player in game andafford those players a visual perspective of the game interactionthrough avatar viewpoints, often termed cameras. Game updates inrepository 108 may include game updates that are saved for a time andthen purged after that time has expired. In other circumstances, gameupdates may not be purged, and may be available for a long period oftime.

A player operating mobile device 109 may connect to a web service gamingsite and may select and execute game play requests through the gamingsite. Mobile device 109 may be an I pad, a laptop, a smart phone, ormobile game console, or any platform that enables a player to play agame served by game server 106. Mobile device 109 may host a softwareapplication (SW) 110 adapted as a mobile device-friendly clientapplication enabling synchronization with a website (WS) 104 running ona web server 103. Web server 103 has connection to Internet backbone101. Website 104 may be an access point for users to interact with agaming website promoting available games to play, and offering otherfeatures designed for website clients or members. Server 103 hasconnection to a data repository 105 that may be adapted in part to storemember data from site members including billing information, accountstatus information, profile information, and so forth.

Mobile device 109 in this example is assumed to be in a state of activeconnection online with a player playing a video game 111. Video game 111has an input bar or section 112 adapted to accept various player-inputserver requests. Other controls may be available to a player operatingdevice 109 to play game 111, such as assigned keys or buttons, virtualcontroller (displayed), physical controller on board or peripherallyconnected, and so on. Game 111 may be served directly to device 109 fromgame server 106 through an open game session channel brokered betweenthe game server and the end gaming device by WS 104. In one embodiment,game 111 is played within a browser-based gaming application 110 andinput bar or section 112 may include options linked to server 103 andoptions linked to server 106.

In general sequence of operation, a player operating device 109 may openapplication 110 and connect through that application, a wireless carriernetwork, and router 113 to WS 104 on server 103 and may log-in tosynchronize data with that server. In this process, a list of video gameofferings available for the client to play may be accessed throughapplication 110. The player may initiate game play by invoking a gamelink from a list of game offerings. The player may then be redirected tothe appropriate game server, such as server 106, to play the game.Mobile device 109 may maintain connection to WS 104 on server 103 in thebackground while a game session channel between mobile device 109 andgame server 106 is active. The player operating mobile device 109engages and plays game 111 (displayed on device 109) along with otheronline players using other devices.

In one embodiment of the invention the player operating mobile device109 and playing game 111 may request a video clip of a period of gameinteraction the player wants to later have access to after the game isplayed. A “request to record” option may be included in input section112, may be provided as a game-assigned player input control on themobile device, as a control executable by virtual or physical keystroke, or any other directly-executable link. A player may execute thecontrol when he or she decides in game to do so. The “request to record”command initiated by the player may be considered game input at server106.

Once a request to record is received, server 106 may retrieve theincremental game updates saved, associated with the particular player,and use same to create a video that may be saved for retrieval and useby the player. In this technology, game updates are generated accordingto player input and physics rendering by a game engine, which movesavatars and other elements, and streams data back to players so theplayer's platforms may display a current status of the game. Display ofa game for a particular player on that player's platform is renderedaccording to viewpoint (camera) of the player's avatar but may have adifferent viewpoint under special circumstances.

Game updates are typically sequential and are typically time stamped atthe server. Game updates may thus occupy, or be included within, aspecified period of history back in time from the actual time of receiptof the request to record from the particular player. The period of timemay be arbitrary but may be a sufficient amount of time to cover asequence of interactions involving the player that the player wishesrecorded. Fifteen seconds of game update history might be available forcapture, as one example. The time period may be pre-programmed, suchthat, when a request to record is received at the server, the server mayretrieve all updates pertinent to the requesting player, over the lastfifteen seconds in this particular example. The period may also, in someembodiments, be amenable to amendment by the player.

In this specific example, the preprogrammed period of fifteen seconds isused, at the time the command is executed, to determine the start timefor the video to be recorded. That is, the system will start the videoto be prepared at the time in the game fifteen seconds prior to the timethe player activates the command. This enables the player to order thecapture of sequences just recently experienced.

There are other circumstances, however, that may be important to aplayer. A player may, for example, wish to record a sequence of a gamethe player is about to commence. Suppose, for example, the player isabout to attack another player's avatar in a competitive game and wishesto record what is now about to happen, which may include, of course, theother player's response to the attack. In this example, the command maystart the video at the time of the command and the video may continuefor a preprogrammed period or may continue until the player initiatesthe commend a second time.

There are therefore a variety of ways that start time and end time ofvideos to be created may be determined and an important aspect iscontrol availability to the player of the game.

Captured game updates may be rendered into a video clip fifteen secondslong in this example, or any length from any starting point, dependingon the control made available to the player. The video rendered maylater be made available to the player for play or download. All servergame updates are time stamped so correct order in game physics renderingmay be controlled for all players having connection to and playing thesame game.

Player-ordered video clips of game interactions involving the player aretypically rendered according to the viewpoint of the player's avatar.However, this should not be construed as a limitation of the invention,as other camera views might be requested, such as other player's avatarcameras and fixed in-game cameras. A game video clip might be ordered insome special circumstance by one player that requests the last fifteenseconds of interaction experienced from the perspective of a differentplayer.

Internet backbone 101 supports a server 115 operating as a social media(SM) server such as Face Book™ (FB), for example. A player operatingmobile device 109 may also be a member of FB and or other social mediasites or membership pages. Face Book™ server 115 has connection to adata repository 116 containing user data, like the type of data inrepository 105 of server 103, more particularly, user account data suchas profile information, user account information, user billinginformation, etc. A player operating mobile device 109 may access arecorded game video clip ordered while in-game and download it to themobile device for later upload to a SM wall or profile page like a FBpage.

In one embodiment, the player's FB account may be linked to any game inservice so that once ordered and rendered, a video clip may be forwardedfrom the game server or server 106 to FB server 115 and may be added toa user data profile as, perhaps, a saved video for later execution anddisplay on the user's FB page. A download of the video clip may not benecessary as the game service may also post on behalf of a player withexplicit permission of the player to do so. Game service 102 mightforward copies of video clips ordered to specific persons sanctioned bythe player to receive them, such as other players known socially, forexample, at WS 104, friends, for example. In one embodiment, a previewoption may be provided at the game server that may provide access to therequested game video clip for preview by the ordering player before theplayer downloads or authorizes sharing of the clip with other sites, webpages, or online accessible friends.

FIG. 2 is an exemplary interactive user interface 200 showing a gamesequence that may be captured remotely in response to a player requestto record. Interface 200 depicts game 111 and user input bar 112. Inputbar 112 may be personalized to a player and may have a welcome icon 201welcoming the player by name. There may be various other options presenton input bar 112 including an option 202 to initiate in-game chat withanother player or players, and an option 203 to edit game settings 203.There is also a record option 204 provided in input bar 112 to enable auser to order capture and production of a video clip coveringinteraction by the player over a period of history, or over a period oftime going forward. This link is unique to the present invention.

In this exemplary circumstance, there are five players, four of whichare involved in interaction in the game with a player 205 that islabeled P3 (Nick) over a measured period of time as depicted by areference scale at the bottom of this view. In this case, player 205 P3(Nick) has a game ally or team mate player 208 also depicted as P4(Ally). Ally P4, teammate of Nick P3, was captured in this scenario byan opposing player and held captive in one of a number of detentioncontainers 210 (1-n). In this case, ally 208 is rendered prisoner insidecontainer 210 (3) pleading for help or rescue by a teammate. Interactionby Nick P3 to rescue P4 may take place in a sequence of game updatesthat are sequential and spread over a time period in the game.

At the bottom of interface 200 a time scale is referenced to depict atime span of equal time units within the range of which player P3performed game interactions designed to free his ally P4. P4 is formerlyin one of several identical containers 210 (1-n). In this interaction,player 205 P3 Nick has confronted player 206 (P1) depicted as a guard ofcontainer 210 (2) and has dispatched that player during interaction withthat player. Similarly, player 207 (P2) guarding container 210 (1) isalso confronted and dispatched by player P3 (Nick). Player 207 (P2) hasalso been confronted and dispatched by player 205. Player 209 (P5)happens to be the correct guard of detained or neutralized player 208 P4(Ally) kept inside container 210 (3). Player 209 is also confronted anddispatched by player 205 P3 Nick. Player 205 P3 Nick opens container 210(3) and rescues player 208 P4 (Ally).

Shortly or just after success in the rescue of Allied player (208),player 205 may invoke option 204 to Record Game Activity. T(x) isdepicted at the current or present end of the time scale where Trepresents the current total of time in units elapsed since the gamestarted and wherein (x) represents the unit of measure of time used onthe scale, typically seconds. T(x) represents a point in time a playerdetermines to initiate a capture of game interaction. In this exampleT(x) represents the point in game time where player Nick invokes option204 to capture the experience of rescuing his ally from the otherplayers involved in detainment and concealment of the allied player. Inthis case, the game update history spans back 15, seconds, or otherpreprogrammed time period, from T(x) or T(x)-Y where Y equals thepre-programmed period. Game updates may be time stamped at the gameserver analogous to server 106 FIG. 1. Invocation of the request torecord by a player is also a game update that initiates a separateserver action that is not relative to the physics engine, but to thecache of game updates stored on behalf of the player 205.

In this case, a clip of a duration equal to the time period covers allthe game interaction updates desired by the player. When the updates arerendered as video, the video clip will cover the rescue operation ofplayer 208 by player 205 (Nick). Record option 204 may be invoked as agame input command by a player that instructs the game server toretrieve the game updates spanning back from T(x) (server recognition ofrequest-latency) to T(x)-y. The exact time allowed for a video cliplength may vary, for example as short as a ten second clip or a clip 30seconds long, or longer. However, if the server has a policy of purginggame updates after a period of time shorter than the game itself theplayer's request may not include any purged updates and is thereforelimited to updates still available to the server.

In another circumstance, described briefly above, the player may wish toactivate a recording command to begin just before the player begins theattack to free player 208. In this embodiment the record game activitymay be a multiple option command wherein the player may elect a videoover a previously elapsed time, or may elect to start a video at time“now”, and may also be given a selection of time periods to choose.

In one implementation, there may be more than one available range wherethe game server will save game update history, so a player may have aconfiguration option to set a selected time window or to create a customtime window. It is noted herein that each player in the game will have adifferent game update history from the perspective of the player's localperception through avatar cameras associated to those players. It isalso noted that each player's update history is preferably taken fromthe visual perspective of that player's avatar camera although that isnot a specific limitation of the invention, as other perspectives mayalso be observed in some special cases.

FIG. 3 is a sequence diagram 300 depicting interaction between aplayer's gaming device and interactive online terminals according to anembodiment of the present invention. Diagram 300 depicts a gaming deviceanalogous to device 109 of FIG. 1 and therefore is labeled with the sameelement number in parentheses (109). Similarly, website (104) isdepicted along with a data server analogous to server (108), and a gameserver analogous to server (106) of FIG. 1.

It may be assumed that gaming device (109) is running a game application(SW 110) and is connected to website (104). A player operating device(109) may select an online game to play through the local applicationwhile connected to website (104). Website (104) may then broker thatplayer's game request to a game server like game server (106) in aredirect-to-server operation that results in a game session channelestablished between the player operating device (109) and the gameserver (106).

The player operating gaming device (109) begins gaming by entering gameinput, such as avatar selection and any other preliminary inputrequired, before starting actual play. It is noted herein that theplayer controls an avatar and is represented in the game by that avatar.Game server (106) updates the game to reflect the new player's state tothe player and all the other players in the multi-player game. Theperiods on the vertical axis represent time in interaction between theplayer operating device (109) and game server (106) as input is sent tothe server by that player and the server updates the game feed for thatplayer and all the other players. Every game update is dated with a timestamp at the game server and there may be a time to live (TTL) for allkept updates in data server (108). For each update, as TTL expires, thatupdate may be purged from the database. It is noted that an exact timefor a TTL is arbitrary and may impose a limit on how heavy asubsequently rendered video clip containing serial game updates from theplayer's perspective may be. In one embodiment, the time might becustomized somewhat by allowing players to select from a few timeoptions.

In this example, the player operating device (109) connected in sessionwith server (106) may determine to request a video recording at anypoint in time (Tx) in an active game session. The request is recognizedas in-game input from that player received through a virtual playerport. The request is time stamped and treated as a command for theserver to retrieve the game updates from database (108) that span back(Tx-y). In one use case, y=TTL for all game updates for that player. Inanother use case, y<=to but not>TTL established for all game updates.

Game server (106) may render a video clip on behalf of the playeroperating device (109) and according to the received input command andestablished parameters. This sequenced action is not specificallyrequired during game time to successfully practice the presentinvention. Server (106) may queue the game updates for a period of timeand then render video on behalf of the player at a later time, laterafter the player is no longer in the game. Moreover, a player may makemore than one recording request relative to game interaction that theplayer may find worth capturing. It is up to each player to input therequest to record command within a time frame that will allow capture ofthe interaction the player wishes to record. If a player waits too longsome of that interaction may have fallen past TTL for game updates.

Server (106) may forward rendered video clips recorded on behalf of aplayer to the website (104) that brokered the connection to the serverfor that player. In this regard the video clips sent to website (104)for storage may identify the game played, the player handle or otheridentification of the player that is recognized by the website, andperhaps a game summary or title relative to the captured content. Videoclips might include audio and perhaps a short game advertisement orother sponsored advertisement that may also include an executable linkto the game or product advertised.

Website (109) may provide notification to the ordering player ofavailability of one or more video clips received from a game service. Inone embodiment notification of the available videos is given at the nextlog-in by the player and synchronization of data between the website andthe player's client application. It is noted herein that a clientapplication is not a limitation of the invention but a uniqueconvenience to the clients of the site. In actual practice a player doesnot require a client application to practice the invention so long asthe client's gaming device and platform has the capability of connectingin session with the website and game server.

It is noted that FIG. 3 is specific to ordering a video clip over apreviously-elapsed time period. The timing diagram will be different forthe circumstance that a player orders a video for a time to begin whenthe player initiates the command.

In yet another embodiment of the invention there may be configurationfacility for a player to initiate a record command, not be selecting aninput, but by setting a triggering circumstance. In this embodiment aplayer may configure to order a video from a time that the playerselects a particular weapon, or at a time that the player makes aspecific move of the player's avatar, or a combination of moves by theplayers avatar. That video may be terminated by a different move orcombination of moves.

FIG. 4 is a process flow chart 400 depicting steps for remote captureand render of video resulting from a player request to a game serverduring play of a video game. At step 401, a game server analogous togame server 106 of FIG. 1 receives a request in the form of playerin-game input to record a video clip. The input may afford configurationoptions to the player, or configuration may be set. The player requestmay originate from within session while playing a multi-player onlinegame at the server. A record action button might be provided as avisible option in-game or on an input bar as described further above.Other controls may also be used such as an assigned key stroke, a macro,or a button or joystick position on a game controller on the gamingdevice or associated to the gaming display as a connected peripheraldevice.

At step 402, the game server identifies the player by gaming portaddress and player handle. The server may treat the request as gameinput command to access game updates stored for the purpose at step 403from a data repository accessible to the server. The updates areassociated with the requesting player in the connected database and maybe centered around the player's avatar perspective of the gameinteraction. The server gets all the sequential time stamped gameupdates that occurred over a time span beginning and ending, determinedby preprogrammed data, or input at the time of making the command.

The server may then or at some later time render a video clip in a videoprotocol, such as MP4, from the game update history that covers the timeof interactions of the requesting player from that player's avatarperspective. The server may store the video clip on behalf of therequesting player at step 405 and may notify the player of theavailability of the video at step 406. Notification may be made throughany communications channel available to the server and player. In oneembodiment, the server may undertake game update retrieval and videorendering while the requesting player is still playing the game and therecorded video clip or clips may be saved for the player and may beavailable to download at the end of the game or before the player breaksconnection with the server. In such an embodiment, notification to theplayer of availability of the videos may be made in-game to the playeras an in-game notification or update.

In another implementation, a proxy is involved such as a website theplayer belongs to as a member. In such an embodiment, the websiteanalogous to website 104 of FIG. 1 may automatically receive anyrecorded clips rendered by the game server for the requesting playerforwarded thereto for storage by the server. Therefore step 405 may beperformed through proxy, for example the player's gaming website. In avariation of this embodiment, the server may have a list of websites towhich the player belongs whereby the server forwards a copy of the videoclip to all listed sites for those sites to store the video clip for therequesting user. In the case of forwarding the video clips afterrendered to the website that brokered the player/game server connection,the website may store the data for that player and notification mayappear in the player's client application at the next log-in and datasynchronization with the web server.

It will be apparent to one with skill in the art that the multi-playergaming system of the invention may be provided using some or all thementioned features and components without departing from the spirit andscope of the present invention. It will also be apparent to the skilledartisan that the embodiments described above are specific examples of asingle broader invention which may have greater scope than any of thesingular descriptions taught. There may be many alterations made in thedescriptions without departing from the spirit and scope of the presentinvention.

What is claimed is:
 1. A system, comprising: a game platform associatedwith a specific player, the game platform comprising a first processorexecuting first software from a first non-transitory medium coupled tothe first processor, and a display device; and a game server inoperative communication with the game platform over a network, the gameserver configured to stream game data for a specific game to the gameplatform, the game server comprising a second processor executing a gameengine from a second non-transitory medium coupled to the secondprocessor; wherein the display device is configured to receiveinstructions from the first processor to display an interactiveinterface, the interactive interface configured to display live progressof the specific game as it is being played by the specific player, andcomprising a specific command input function to the specific player; andwherein, the game server is configured to perform operations comprising:store game updates of the specific game at the game server, the gameupdates being automatically generated based on interaction of thespecific player within the specific game, the game updates representinginput from the specific player for interaction with game elements duringgameplay of the specific game; receive a first video trigger from thegame platform during gameplay of the specific game, the first videotrigger indicative of the specific command input function received at afirst specific time; initiate rendering of a video clip responsive tothe first video trigger, the video clip being based on a physicsrendering of the game environment by the game engine using the storedgame updates commencing at the first specific time; receive a secondvideo trigger from the game platform during the gameplay of the specificgame, the second video trigger occurring after the first video trigger,and the second video trigger indicative of the specific command inputfunction received at a second specific time; responsive to the secondvideo trigger, finish rendering of the video clip at the second specifictime to create a rendered video clip, the rendered video clip includinga game environment of the specific game according to a viewpoint of anavatar that represents the specific player in the game environment andbeing based on the physics rendering of the game environment by the gameengine using the stored game updates commencing at the first specifictime and ending at the second specific time; provide a preview of therendered video clip to the game platform associated with the specificplayer; and responsive to the specific player at least partiallyreviewing the preview, automatically forward the rendered video clip toone or more other persons sanctioned by the specific player to receivethe rendered video clip, wherein the rendered video clip furthercomprises an advertisement and an executable link, the executable linkdirecting the game server to stream game data of the specific game toanother gaming platform associated with another player different fromthe specific player.
 2. The system of claim 1, wherein the game updatesfurther comprise a timestamp that is indicative of the first specifictime or the second specific time.
 3. The system of claim 1, wherein thespecific game is a multi-player game and wherein the system furthercomprises a plurality of game platforms associated with a plurality ofplayers.
 4. The system of claim 1, wherein rendering the video clipcomprises retrieving the game updates associated with timestamps thatare each after the first video trigger and recording the game updatessequentially based on the timestamps in a video protocol.
 5. The systemof claim 1, wherein the rendered video clip is stored in a repositoryaccessible by the specific player.
 6. The system of claim 1, wherein therendered video clip is transmitted to a second server that is remotefrom the game platform.
 7. The system of claim 1, wherein theinteractive interface further comprises a configuration mechanism todesignate access to the rendered video clip.
 8. The system of claim 7,wherein the configuration mechanism is further configured for selectionof one or more of: start time, end time, or time span of a requestedvideo clip.
 9. A method, comprising: streaming game data for a specificgame from a network-connected game server to a game platform connectedto the network and associated with a specific player, wherein the gameplatform comprises a display device, wherein the display device isconfigured to display an interactive interface, and wherein theinteractive interface comprises a specific command input function to thespecific player; displaying live progress of the specific game on thedisplay device of the game platform, within the interactive interface;saving game updates of the specific game at the game server, the gameupdates being automatically generated based on interaction of thespecific player within the specific game, and the game updatesrepresenting input from the specific player for interaction with gameelements during gameplay of the specific game; receiving a first videotrigger from the game platform during gameplay of the specific game, thefirst video trigger indicative of the specific command input functionreceived at a first specific time; initiating rendering of a video clipresponsive to the first video trigger, the video clip being based on aphysics rendering of the game environment by the game server using thestored game updates commencing at the first specific time; receiving asecond video trigger from the game platform during the gameplay of thespecific game, the second video trigger occurring after the first videotrigger, and the second video trigger indicative of the specific commandinput function received at a second specific time; responsive to thesecond video trigger, finishing rendering of the video clip at thesecond specific time to create a rendered video clip, the rendered videoclip including a game environment of the specific game according to aviewpoint of an avatar that represents the specific player in the gameenvironment and being based on the physics rendering of the gameenvironment by the game engine using the stored game updates commencingat the first specific time and ending at the second specific time;providing a preview of the rendered video clip to the game platformassociated with the specific player; and responsive to the specificplayer at least partially reviewing the preview, automaticallyforwarding the rendered video clip to one or more other personssanctioned by the specific player to receive the rendered video clip,wherein the rendered video clip further comprises an advertisement andan executable link, the executable link directing the game server tostream game data of the specific game to another gaming platformassociated with another player different from the specific player. 10.The method of claim 9 wherein the game updates further comprise atimestamp that is indicative of the first specific time or the secondspecific time.
 11. The method of claim 9, wherein the specific game is amulti-player game.
 12. The method of claim 9, wherein rendering thevideo clip comprises retrieving game updates associated with timestampsthat are each after the video trigger and recording the game updatessequentially based on the timestamps in a video protocol.
 13. The methodof claim 9, wherein the rendered video clip is stored in a repositoryaccessible by the specific player.
 14. The method of claim 9, whereinthe rendered video clip is transmitted to a second server that is remotefrom the game platform.
 15. The method of claim 9, wherein theinteractive interface further comprises a configuration mechanism todesignate access to the rendered video clip.
 16. The system of claim 15,wherein the configuration mechanism is further configured for selectionof one or more of: start time, end time, or time span of a requestedvideo clip.
 17. A non-transitory computer-readable medium withinstructions stored thereon that, responsive to execution by aprocessing device, causes the processing device to perform operationscomprising: streaming game data for a game from a game server to a gameplatform associated with a player, wherein the game platform isconfigured to display an interface comprising a record command inputfunction to the specific player; displaying live progress of thespecific game on the game platform and the record command inputfunction; saving game updates of the game at the game server, the gameupdates being automatically generated based on interaction of the playerwithin the game, and the game updates representing input from the playerfor interaction with game elements during gameplay; receiving a firstvideo trigger from the game platform during gameplay, the first videotrigger indicative of the record command input function received at afirst specific time; and initiating rendering of a video clip responsiveto the first video trigger, the video clip being based on a physicsrendering of the game environment by the game server using the storedgame updates commencing at the first specific time; receiving a secondvideo trigger from the game platform during the gameplay of the specificgame, the second video trigger occurring after the first video trigger,and the second video trigger indicative of the record command inputfunction received at a second specific time; responsive to the secondvideo trigger, finishing rendering of the video clip at the secondspecific time to create a rendered video clip, the rendered video clipincluding a game environment of the specific game according to aviewpoint of an avatar that represents the specific player in the gameenvironment and being based on the physics rendering of the gameenvironment by the game engine using the stored game updates commencingat the first specific time and ending at the second specific time;providing a preview of the rendered video clip to the game platformassociated with the specific player; and responsive to the specificplayer at least partially reviewing the preview, automaticallyforwarding the rendered video clip to one or more other personssanctioned by the specific player to receive the rendered video clip,wherein the rendered video clip further comprises an advertisement andan executable link, the executable link directing the game server tostream game data of the specific game to another gaming platformassociated with another player different from the specific player. 18.The non-transitory computer-readable medium of claim 17, wherein thegame updates further comprise a respective timestamp that is indicativeof the first specific time or the second specific time.